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CS 407 Human Computer Interface

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Thought for the Day. Don't tell me I'm burning the candle at both ends ... The usability of the medium overshadows the technology. ... – PowerPoint PPT presentation

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Title: CS 407 Human Computer Interface


1
CS 407 Human Computer Interface
  • Class 45 Last Class!
  • Friday, December 10, 1999

2
Thought for the Day
Don't tell me I'm burning the candle at both ends
tell me where to get more wax!!
3
Strategic Planning
  • The cartoon that was on this page in class was
    found at Todays Cartoon by Randy Bergen.

4
Todays Topics
  • Chapter 16 (Selected topics)
  • Hypertext, Multi-media and the World Wide Web

5
Project 2
  • Its taking about 20-30 minutes to grade each one.

6
Final Exam Notes
  • Review questions by last years students are on
    the web page.
  • You can put together similar questions of your
    own, for 5 points credit on the final.
  • Groups of 2-3 students (all name, please)
  • 3 questions on each of 2 consecutive chapters.
  • Post to the class discussion page by Monday
    night. (No credit given later than midnight.)
  • You may bring to the final one 5x7 card, hand
    written on both sides with your notes. It will
    be stapled to the exam when you turn it in.

7
Chapter 16
  • Hypertext, Multi-media and the World Wide Web

8
Overview
  • Hypertext allows documents to be linked in a
    non-linear fashion.
  • Multi-media incorporates different media sound,
    images, video.
  • Hypermedia is a hypertext that includes
    multi-media.
  • The World Wide Web is a global hypermedia system.

9
Overview (2)
  • Animation and video can show information that is
    difficult to convey statically.
  • Applications or hypermedia include on-line help
    and education.
  • Design for the World Wide Web illustrates general
    hypermedia design, but also has its own special
    problems.

10
Text and Hypertext
  • Text is a common form of output, and very useful
    in many situations
  • Imposes a strict linear progression on the
    reader, according to the authors ideas of what
    is best - this may not be ideal

11
Text and Hypertext (2)
  • Hypertext structures blocks of text into a mesh
    or network that can be traversed in many
    different ways
  • Allows a user to follow their own ideas and
    concepts through information
  • Hypertext systems comprise
  • A number of pages, and
  • Links, that allow one page to be accessed from
    another

12
Text and Hypertext (3)
  • Example
  • A technical manual for a photocopier may have all
    the technical words linked to their definition in
    a glossary. It may be possible to follows links
    so that one reads all the information on a
    particular aspect of the system, such as all the
    electronics, or to follow a different route
    through the data to solve a problem with, say,
    copying to double-sided documents.
  • Many of the pages visited will be identical in
    both cases, but will be encountered in a
    different order.

13
Hypermedia (I)
  • Hypermedia systems are hypertext systems that
    incorporate additional media, such as
    illustrations, photographs, video and sound.
  • Particularly useful for educational purposes
  • Animation and graphics can allow user to see
    things happen as well as read.
  • Hypertext structure allows users to explore at
    their own pace following threads that interest
    them.

14
Problems with Hypertext/Hypermedia
  • Lost in hyperspace - users can be unsure as to
    where in the hypertext web they are.
  • Maps of the hypertext are a partial solution, but
    since hypertexts can be large, these can be
    daunting too.
  • Incomplete coverage of information.
  • As there are so many different routes through the
    hypertext, it is possible to miss chunks, by
    taking routes that avoid these areas.
  • Difficult to print out and take away.
  • Printed documents require a linear structure it
    can be difficult to get the relevant information
    printed out in a neat manner.

15
Animation
  • Animation refers to the addition of motion to
    images they change and move in time
  • Simple examples
  • Clocks
  • Digital faces - seconds flick past
  • Analog face - second hand sweeps round constantly
  • Salvador Dali clock - digital numbers warp and
    melt, one digit into the next
  • Cursor
  • Hourglass/watch/spinning disc indicates the
    system is busy
  • Flashing cursor indicates typing position
    clearly
  • Different types of cursor pointer indicate
    different functionality available, or different
    mode

16
Animation (II)
  • Animation used to great effect to indicate
    temporally-varying information.
  •  Useful in education and training
  • Allow users to see things happening, as well as
    being interesting and entertaining images in
    their own right

17
Animation Example Data Visualization
  • Abrupt and smooth changes in multi-dimensional
    data can be visualized using animated, colored
    surfaces that ripple and fluctuate.
  • Complex molecules and their interactions can be
    more easily understood when they are drawn and
    moved on the screen, rotated and viewed from
    arbitrary positions.

18
World Wide Web
  • Best known largest hypermedia system.
  • Graphic interface was a strong factor in its
    acceptance. (Remember Lynx?)
  • Plug-ins allow all kinds of additions sound,
    animation, video,
  • The usability of the medium overshadows the
    technology.
  • There are other systems with better technology,
    but the WWW has become ubiquitous.

19
World Wide Web (2)
  • Pages can be created dynamically by a program.
    So a page can be tailored to a specific user.
  • Java aplets make pages even more changeable.

20
World Wide Web Problems
  • Huge size makes lost in hyperspace even more of
    a problem.
  • Information overload.
  • Bandwidth overload
  • Text, pictures and graphics, even programs.
  • ?world wide wait

21
Section 16.7 Designing for the Web
  • Interesting material.
  • Also recommended Jakob Nielsens web site on web
    site design.
  • http//www.useit.com/alertbox/

22
Application Virtual Reality
  • Multimedia multimodal interaction at its most
    extreme, VR is the computer simulation of a world
    in which the user is immersed.
  • Headsets allow user to see the virtual world.
  • Gesture recognition achieved with DataGlove
    (lycra glove with optical sensors that measure
    hand and finger positions).
  • Eyegaze allows users to indicate direction with
    eyes alone.

23
Application Virtual Reality (2)
  • Examples
  • VR in chemistry - users can manipulate molecules
    in space, turning them and trying to fit
    different ones together to understand the nature
    of reactions and bonding.
  • Flight simulators - screens show the world
    outside, whilst cockpit controls are faithfully
    reproduced inside a hydraulically-animated box.

24
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